/// Returns either the error landmark or the location of the room. Needless to say, if this is used, it means things have gone awry. #define GET_ERROR_ROOM ((locate(/obj/effect/landmark/error) in GLOB.landmarks_list) || locate(4,4,1)) ///Returns the name of the area the atom is in /proc/get_area_name(atom/checked_atom, format_text = FALSE) var/area/checked_area = isarea(checked_atom) ? checked_atom : get_area(checked_atom) if(!checked_area) return null return format_text ? format_text(checked_area.name) : checked_area.name ///Tries to move an atom to an adjacent turf, return TRUE if successful /proc/try_move_adjacent(atom/movable/atom_to_move, trydir) var/turf/atom_turf = get_turf(atom_to_move) if(trydir) if(atom_to_move.Move(get_step(atom_turf, trydir))) return TRUE for(var/direction in (GLOB.cardinals-trydir)) if(atom_to_move.Move(get_step(atom_turf, direction))) return TRUE return FALSE ///Return the mob type that is being controlled by a ckey /proc/get_mob_by_key(key) var/ckey = ckey(key) for(var/player in GLOB.player_list) var/mob/player_mob = player if(player_mob.ckey == ckey) return player_mob return null /** * Checks if the passed mind has a mob that is "alive" * * * player_mind - who to check for alive status * * enforce_human - if TRUE, the checks fails if the mind's mob is a silicon, brain, or infectious zombie. * * Returns TRUE if they're alive, FALSE otherwise */ /proc/considered_alive(datum/mind/player_mind, enforce_human = TRUE) if(player_mind?.current) if(enforce_human) var/mob/living/carbon/human/player_mob = player_mind.current if(player_mob.stat == DEAD) return FALSE if(issilicon(player_mob) || isbrain(player_mob)) return FALSE if(istype(player_mob) && (player_mob.dna?.species?.id == SPECIES_ZOMBIE_INFECTIOUS)) return FALSE return TRUE else if(isliving(player_mind.current)) return (player_mind.current.stat != DEAD) return FALSE /** * Exiled check * * Checks if the current body of the mind has an exile implant and is currently in * an away mission. Returns FALSE if any of those conditions aren't met. */ /proc/considered_exiled(datum/mind/player_mind) if(!ishuman(player_mind?.current)) return FALSE for(var/obj/item/implant/implant_check in player_mind.current.implants) if(istype(implant_check, /obj/item/implant/exile && player_mind.current.onAwayMission())) return TRUE ///Checks if a player is considered AFK /proc/considered_afk(datum/mind/player_mind) return !player_mind || !player_mind.current || !player_mind.current.client || player_mind.current.client.is_afk() ///Return an object with a new maptext (not currently in use) /proc/screen_text(atom/movable/object_to_change, maptext = "", screen_loc = "CENTER-7,CENTER-7", maptext_height = 480, maptext_width = 480) if(!istype(object_to_change)) object_to_change = new /atom/movable/screen/text() object_to_change.maptext = MAPTEXT(maptext) object_to_change.maptext_height = maptext_height object_to_change.maptext_width = maptext_width object_to_change.screen_loc = screen_loc return object_to_change /// Adds an image to a client's `.images`. Useful as a callback. /proc/add_image_to_client(image/image_to_remove, client/add_to) add_to?.images += image_to_remove /// Like add_image_to_client, but will add the image from a list of clients /proc/add_image_to_clients(image/image_to_remove, list/show_to) for(var/client/add_to in show_to) add_to.images += image_to_remove /// Removes an image from a client's `.images`. Useful as a callback. /proc/remove_image_from_client(image/image_to_remove, client/remove_from) remove_from?.images -= image_to_remove /// Like remove_image_from_client, but will remove the image from a list of clients /proc/remove_image_from_clients(image/image_to_remove, list/hide_from) for(var/client/remove_from in hide_from) remove_from.images -= image_to_remove /// Add an image to a list of clients and calls a proc to remove it after a duration /proc/flick_overlay_global(image/image_to_show, list/show_to, duration) if(!show_to || !length(show_to) || !image_to_show) return for(var/client/add_to in show_to) add_to.images += image_to_show addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(remove_image_from_clients), image_to_show, show_to), duration, TIMER_CLIENT_TIME) ///Flicks a certain overlay onto an atom, handling icon_state strings /atom/proc/flick_overlay(image_to_show, list/show_to, duration, layer) var/image/passed_image = \ istext(image_to_show) \ ? image(icon, src, image_to_show, layer) \ : image_to_show flick_overlay_global(passed_image, show_to, duration) /** * Helper atom that copies an appearance and exists for a period */ /atom/movable/flick_visual /// Takes the passed in MA/icon_state, mirrors it onto ourselves, and displays that in world for duration seconds /// Returns the displayed object, you can animate it and all, but you don't own it, we'll delete it after the duration /atom/proc/flick_overlay_view(mutable_appearance/display, duration) if(!display) return null var/mutable_appearance/passed_appearance = \ istext(display) \ ? mutable_appearance(icon, display, layer) \ : display // If you don't give it a layer, we assume you want it to layer on top of this atom // Because this is vis_contents, we need to set the layer manually (you can just set it as you want on return if this is a problem) if(passed_appearance.layer == FLOAT_LAYER) passed_appearance.layer = layer + 0.1 // This is faster then pooling. I promise var/atom/movable/flick_visual/visual = new() visual.appearance = passed_appearance visual.mouse_opacity = MOUSE_OPACITY_TRANSPARENT // I hate /area var/atom/movable/lies_to_children = src lies_to_children.vis_contents += visual QDEL_IN_CLIENT_TIME(visual, duration) return visual /area/flick_overlay_view(mutable_appearance/display, duration) return ///Get active players who are playing in the round /proc/get_active_player_list(alive_check = FALSE, afk_check = FALSE, human_check = FALSE) var/list/active_players = list() for(var/mob/player_mob as anything in GLOB.player_list) if(!player_mob?.client) continue if(alive_check && player_mob.stat == DEAD) continue if(afk_check && player_mob.client.is_afk()) continue if(human_check && !ishuman(player_mob)) continue if(isnewplayer(player_mob)) // exclude people in the lobby continue if(isobserver(player_mob)) // Ghosts are fine if they were playing once (didn't start as observers) var/mob/dead/observer/ghost_player = player_mob if(ghost_player.started_as_observer) // Exclude people who started as observers continue active_players += player_mob return active_players ///Counts active players who are playing in the round /proc/get_active_player_count(alive_check = FALSE, afk_check = FALSE, human_check = FALSE) return length(get_active_player_list(alive_check, afk_check, human_check)) ///Uses stripped down and bastardized code from respawn character /proc/make_body(mob/dead/observer/ghost_player) if(!ghost_player || !ghost_player.key) return //First we spawn a dude. var/mob/living/carbon/human/new_character = new//The mob being spawned. SSjob.send_to_late_join(new_character) ghost_player.client.prefs.safe_transfer_prefs_to(new_character) new_character.dna.update_dna_identity() new_character.PossessByPlayer(ghost_player.ckey) return new_character ///sends a whatever to all playing players; use instead of to_chat(world, where needed) /proc/send_to_playing_players(thing) for(var/player_mob in GLOB.player_list) if(player_mob && !isnewplayer(player_mob)) to_chat(player_mob, thing) ///Flash the window of a player /proc/window_flash(client/flashed_client, ignorepref = FALSE) if(ismob(flashed_client)) var/mob/player_mob = flashed_client if(player_mob.client) flashed_client = player_mob.client if(!flashed_client || (!flashed_client.prefs.read_preference(/datum/preference/toggle/window_flashing) && !ignorepref)) return winset(flashed_client, "mainwindow", "flash=5") /** * Recursively checks if an item is inside a given type/atom, even through layers of storage. * Returns the atom if it finds it. * * Arguments * * atom/movable/target - the atom whos loc we are checking for * * type - the location(typepath or solid atom) the target maybe stored in */ /proc/recursive_loc_check(atom/movable/target, type) var/atom/atom_to_find = null if(ispath(type)) atom_to_find = target if(istype(atom_to_find, type)) return atom_to_find while(!istype(atom_to_find, type)) if(!atom_to_find.loc) return atom_to_find = atom_to_find.loc else if(isatom(type)) atom_to_find = target if(atom_to_find == type) return atom_to_find while(atom_to_find != type) if(!atom_to_find.loc) return atom_to_find = atom_to_find.loc return atom_to_find ///Send a message in common radio when a player arrives /proc/announce_arrival(mob/living/carbon/human/character, rank, announce_to_ghosts = TRUE) if(!SSticker.IsRoundInProgress() || QDELETED(character)) return if (announce_to_ghosts) var/area/player_area = get_area(character) deadchat_broadcast(span_game(" has arrived at the station at [span_name(player_area.name)]."), span_game("[span_name(character.real_name)] ([rank])"), follow_target = character, message_type=DEADCHAT_ARRIVALRATTLE) if(character.mind && (character.mind.assigned_role.job_flags & JOB_ANNOUNCE_ARRIVAL)) aas_config_announce(/datum/aas_config_entry/arrival, list("PERSON" = character.real_name,"RANK" = rank)) ///Check if the turf pressure allows specialized equipment to work /proc/lavaland_equipment_pressure_check(turf/turf_to_check) . = FALSE if(!istype(turf_to_check)) return var/datum/gas_mixture/environment = turf_to_check.return_air() if(!istype(environment)) return var/pressure = environment.return_pressure() if(pressure <= LAVALAND_EQUIPMENT_EFFECT_PRESSURE) . = TRUE ///Find an obstruction free turf that's within the range of the center. Can also condition on if it is of a certain area type. /proc/find_obstruction_free_location(range, atom/center, area/specific_area) var/list/possible_loc = list() for(var/turf/found_turf as anything in RANGE_TURFS(range, center)) // We check if both the turf is a floor, and that it's actually in the area. // We also want a location that's clear of any obstructions. if (specific_area && !istype(get_area(found_turf), specific_area)) continue if (!isgroundlessturf(found_turf) && !found_turf.is_blocked_turf()) possible_loc.Add(found_turf) // Need at least one free location. if (possible_loc.len < 1) return FALSE return pick(possible_loc) ///Checks to see if `atom/source` is behind `atom/target` /proc/check_behind(atom/source, atom/target) // Let's see if source is behind target // "Behind" is defined as 3 tiles directly to the back of the target // x . . // x > . // x . . // No tactical spinning allowed if(HAS_TRAIT(target, TRAIT_SPINNING)) return TRUE // We'll take "same tile" as "behind" for ease if(target.loc == source.loc) return TRUE // We'll also assume lying down is behind, as mob directions when lying are unclear if(isliving(target)) var/mob/living/living_target = target if(living_target.body_position == LYING_DOWN) return TRUE // Exceptions aside, let's actually check if they're, yknow, behind var/dir_target_to_source = get_dir(target, source) if(target.dir & REVERSE_DIR(dir_target_to_source)) return TRUE return FALSE ///Disable power in the station APCs /proc/power_fail(duration_min, duration_max) for(var/obj/machinery/power/apc/current_apc as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/power/apc)) if(!current_apc.cell || !SSmapping.level_trait(current_apc.z, ZTRAIT_STATION)) continue var/area/apc_area = current_apc.area if(is_type_in_typecache(apc_area, GLOB.typecache_powerfailure_safe_areas)) continue var/duration = rand(duration_min,duration_max) current_apc.energy_fail(duration) /** * Sends a round tip to a target. If selected_tip is null, a random tip will be sent instead (5% chance of it being silly). * Tips that starts with the @ character won't be html encoded. That's necessary for any tip containing markup tags, * just make sure they don't also have html characters like <, > and ' which will be garbled. */ /proc/send_tip_of_the_round(target, selected_tip, source = "Tip of the round") var/message if(selected_tip) message = selected_tip else var/list/randomtips = world.file2list("strings/tips.txt") var/list/memetips = world.file2list("strings/sillytips.txt") if(randomtips.len && prob(95)) message = pick(randomtips) else if(memetips.len) message = pick(memetips) if(!message) return if(message[1] != "@") message = html_encode(message) else message = copytext(message, 2) to_chat(target, custom_boxed_message("purple_box", span_purple("[source]: [message]")), type = MESSAGE_TYPE_INFO)